forked from bartvdbraak/blender
209a2ede2c
#ifdef HAVE_CONFIG_H #include <config.h> #endif added to these files. Kent -- mein@cs.umn.edu
1101 lines
21 KiB
C++
1101 lines
21 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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* Game object wrapper
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*/
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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#ifdef WIN32
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// This warning tells us about truncation of __long__ stl-generated names.
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// It can occasionally cause DevStudio to have internal compiler warnings.
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#pragma warning( disable : 4786 )
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#endif
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#define KX_INERTIA_INFINITE 10000
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#include "RAS_IPolygonMaterial.h"
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#include "KX_GameObject.h"
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#include "RAS_MeshObject.h"
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#include "KX_MeshProxy.h"
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#include <stdio.h> // printf
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#include "SG_Controller.h"
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#include "KX_IPhysicsController.h"
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#include "SG_Node.h"
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#include "SG_Controller.h"
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#include "KX_ClientObjectInfo.h"
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#include "RAS_BucketManager.h"
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// This file defines relationships between parents and children
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// in the game engine.
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#include "KX_SG_NodeRelationships.h"
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KX_GameObject::KX_GameObject(
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void* sgReplicationInfo,
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SG_Callbacks callbacks,
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PyTypeObject* T
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) :
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SCA_IObject(T),
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m_bUseObjectColor(false),
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m_bDyna(false),
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m_bSuspendDynamics(false),
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m_pPhysicsController1(NULL),
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m_bVisible(true)
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{
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m_ignore_activity_culling = false;
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m_pClient_info = new KX_ClientObjectInfo();
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m_pSGNode = new SG_Node(this,sgReplicationInfo,callbacks);
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// define the relationship between this node and it's parent.
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KX_NormalParentRelation * parent_relation =
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KX_NormalParentRelation::New();
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m_pSGNode->SetParentRelation(parent_relation);
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};
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KX_GameObject::~KX_GameObject()
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{
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// is this delete somewhere ?
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//if (m_sumoObj)
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// delete m_sumoObj;
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delete m_pClient_info;
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//if (m_pSGNode)
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// delete m_pSGNode;
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}
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CValue* KX_GameObject:: Calc(VALUE_OPERATOR op, CValue *val)
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{
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return NULL;
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}
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CValue* KX_GameObject::CalcFinal(VALUE_DATA_TYPE dtype, VALUE_OPERATOR op, CValue *val)
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{
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return NULL;
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}
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const STR_String & KX_GameObject::GetText()
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{
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return m_text;
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}
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float KX_GameObject::GetNumber()
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{
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return 0;
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}
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STR_String KX_GameObject::GetName()
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{
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return m_name;
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}
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void KX_GameObject::SetName(STR_String name)
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{
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m_name = name;
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}; // Set the name of the value
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void KX_GameObject::ReplicaSetName(STR_String name)
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{
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}
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KX_IPhysicsController* KX_GameObject::GetPhysicsController()
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{
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return m_pPhysicsController1;
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}
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KX_GameObject* KX_GameObject::GetParent()
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{
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KX_GameObject* result = NULL;
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SG_Node* node = m_pSGNode;
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while (node && !result)
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{
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node = node->GetSGParent();
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if (node)
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result = (KX_GameObject*)node->GetSGClientObject();
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}
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if (result)
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result->AddRef();
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return result;
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}
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void KX_GameObject::ProcessReplica(KX_GameObject* replica)
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{
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replica->m_pPhysicsController1 = NULL;
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replica->m_pSGNode = NULL;
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replica->m_pClient_info = new KX_ClientObjectInfo(*m_pClient_info);
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replica->m_pClient_info->m_clientobject = replica;
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}
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CValue* KX_GameObject::GetReplica()
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{
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KX_GameObject* replica = new KX_GameObject(*this);
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// this will copy properties and so on...
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CValue::AddDataToReplica(replica);
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ProcessReplica(replica);
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return replica;
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}
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void KX_GameObject::ApplyForce(const MT_Vector3& force,bool local)
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{
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if (m_pPhysicsController1)
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m_pPhysicsController1->ApplyForce(force,local);
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}
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void KX_GameObject::ApplyTorque(const MT_Vector3& torque,bool local)
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{
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if (m_pPhysicsController1)
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m_pPhysicsController1->ApplyTorque(torque,local);
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}
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void KX_GameObject::ApplyMovement(const MT_Vector3& dloc,bool local)
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{
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if (this->IsDynamic())
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{
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m_pPhysicsController1->RelativeTranslate(dloc,local);
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}
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else
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{
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GetSGNode()->RelativeTranslate(dloc,GetSGNode()->GetSGParent(),local);
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}
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}
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void KX_GameObject::ApplyRotation(const MT_Vector3& drot,bool local)
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{
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MT_Matrix3x3 rotmat(drot);
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if (this->IsDynamic()) //m_pPhysicsController)
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m_pPhysicsController1->RelativeRotate(rotmat.transposed(),local);
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else
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// in worldspace
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GetSGNode()->RelativeRotate(rotmat.transposed(),local);
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}
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/**
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GetOpenGL Matrix, returns an OpenGL 'compatible' matrix
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*/
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double* KX_GameObject::GetOpenGLMatrix()
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{
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// todo: optimize and only update if necessary
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double* fl = m_OpenGL_4x4Matrix.getPointer();
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MT_Transform trans;
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trans.setOrigin(GetSGNode()->GetWorldPosition());
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trans.setBasis(GetSGNode()->GetWorldOrientation());
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MT_Vector3 scaling = GetSGNode()->GetWorldScaling();
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trans.scale(scaling[0], scaling[1], scaling[2]);
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trans.getValue(fl);
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return fl;
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}
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void KX_GameObject::Bucketize()
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{
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double* fl = GetOpenGLMatrix();
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for (int i=0;i<m_meshes.size();i++)
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m_meshes[i]->Bucketize(fl, this, m_bUseObjectColor, m_objectColor);
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}
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void KX_GameObject::RemoveMeshes()
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{
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double* fl = GetOpenGLMatrix();
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for (int i=0;i<m_meshes.size();i++)
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m_meshes[i]->RemoveFromBuckets(fl, this);
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//note: meshes can be shared, and are deleted by KX_BlenderSceneConverter
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m_meshes.clear();
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}
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void KX_GameObject::UpdateNonDynas()
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{
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if (m_pPhysicsController1)
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{
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m_pPhysicsController1->SetSumoTransform(true);
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}
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}
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void KX_GameObject::UpdateTransform()
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{
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if (m_pPhysicsController1)
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{
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m_pPhysicsController1->SetSumoTransform(false);
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}
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}
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void KX_GameObject::SetDebugColor(unsigned int bgra)
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{
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for (int i=0;i<m_meshes.size();i++)
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m_meshes[i]->DebugColor(bgra);
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}
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void KX_GameObject::ResetDebugColor()
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{
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SetDebugColor(0xff000000);
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}
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void KX_GameObject::UpdateIPO(float curframetime,
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bool recurse,
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bool ipo_as_force,
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bool force_local)
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{
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// The ipo-actuator needs a sumo reference... this is retrieved (unfortunately)
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// by the iposgcontr itself...
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// ipocontr->SetSumoReference(gameobj->GetSumoScene(),
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// gameobj->GetSumoObject());
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// The ipo has to be treated as a force, and not a displacement!
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// For this case, we send some settings to the controller. This
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// may need some caching...
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if (ipo_as_force) {
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SGControllerList::iterator it = GetSGNode()->GetSGControllerList().begin();
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while (it != GetSGNode()->GetSGControllerList().end()) {
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(*it)->SetOption(SG_Controller::SG_CONTR_IPO_IPO_AS_FORCE, ipo_as_force);
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(*it)->SetOption(SG_Controller::SG_CONTR_IPO_FORCES_ACT_LOCAL, force_local);
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it++;
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}
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}
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// The rest is the 'normal' update procedure.
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GetSGNode()->SetSimulatedTime(curframetime,recurse);
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GetSGNode()->UpdateWorldData(curframetime);
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UpdateTransform();
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}
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/*
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void KX_GameObject::RegisterSumoObject(class SM_Scene* sumoScene,
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DT_SceneHandle solidscene,
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class SM_Object* sumoObj,
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const char* matname,
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bool isDynamic,
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bool isActor)
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{
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m_bDyna = isDynamic;
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// need easy access, not via 'node' etc.
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m_pPhysicsController = new KX_PhysicsController(sumoScene,solidscene,sumoObj,isDynamic);
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GetSGNode()->AddSGController(m_pPhysicsController);
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m_pClient_info->m_type = (isActor ? 1 : 0);
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m_pClient_info->m_clientobject = this;
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// store materialname in auxinfo, needed for touchsensors
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m_pClient_info->m_auxilary_info = (matname? (void*)(matname+2) : NULL);
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m_pPhysicsController->SetObject(this->GetSGNode());
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}
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*/
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bool
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KX_GameObject::GetVisible(
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void
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)
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{
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return m_bVisible;
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}
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void
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KX_GameObject::SetVisible(
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bool v
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)
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{
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m_bVisible = v;
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}
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// used by Python, and the actuatorshould _not_ be misused by the
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// scene!
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void
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KX_GameObject::MarkVisible(
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bool visible
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)
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{
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/* If explicit visibility settings are used, this is
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* determined on this level. Maybe change this to mesh level
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* later on? */
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for (int i=0;i<m_meshes.size();i++)
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{
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double* fl = GetOpenGLMatrix();
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m_meshes[i]->MarkVisible(fl,this,visible,m_bUseObjectColor,m_objectColor);
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}
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}
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// Always use the flag?
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void
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KX_GameObject::MarkVisible(
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void
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)
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{
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for (int i=0;i<m_meshes.size();i++)
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{
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double* fl = GetOpenGLMatrix();
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m_meshes[i]->MarkVisible(fl,
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this,
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m_bVisible,
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m_bUseObjectColor,
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m_objectColor
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);
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}
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}
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void KX_GameObject::addLinearVelocity(const MT_Vector3& lin_vel,bool local)
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{
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// if (m_pPhysicsController1)
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// m_pPhysicsController1->AddLinearVelocity(lin_vel,local);
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}
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void KX_GameObject::setLinearVelocity(const MT_Vector3& lin_vel,bool local)
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{
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if (m_pPhysicsController1)
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m_pPhysicsController1->SetLinearVelocity(lin_vel,local);
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}
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void KX_GameObject::setAngularVelocity(const MT_Vector3& ang_vel,bool local)
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{
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if (m_pPhysicsController1)
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m_pPhysicsController1->SetAngularVelocity(ang_vel,local);
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}
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void KX_GameObject::SetObjectColor(const MT_Vector4& rgbavec)
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{
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m_bUseObjectColor = true;
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m_objectColor = rgbavec;
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}
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MT_Vector3 KX_GameObject::GetLinearVelocity()
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{
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MT_Vector3 velocity(0.0,0.0,0.0);
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if (m_pPhysicsController1)
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{
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velocity = m_pPhysicsController1->GetLinearVelocity();
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}
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return velocity;
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}
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// scenegraph node stuff
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void KX_GameObject::NodeSetLocalPosition(const MT_Point3& trans)
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{
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if (m_pPhysicsController1)
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{
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m_pPhysicsController1->setPosition(trans);
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}
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GetSGNode()->SetLocalPosition(trans);
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}
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void KX_GameObject::NodeSetLocalOrientation(const MT_Matrix3x3& rot)
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{
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if (m_pPhysicsController1)
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{
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m_pPhysicsController1->setOrientation(rot.getRotation());
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}
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GetSGNode()->SetLocalOrientation(rot);
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}
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void KX_GameObject::NodeSetLocalScale(const MT_Vector3& scale)
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{
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if (m_pPhysicsController1)
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{
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m_pPhysicsController1->setScaling(scale);
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}
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GetSGNode()->SetLocalScale(scale);
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}
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void KX_GameObject::NodeSetRelativeScale(const MT_Vector3& scale)
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{
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GetSGNode()->RelativeScale(scale);
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}
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void KX_GameObject::NodeUpdateGS(double time,bool bInitiator)
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{
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GetSGNode()->UpdateWorldData(time);
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}
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const MT_Matrix3x3& KX_GameObject::NodeGetWorldOrientation() const
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{
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return GetSGNode()->GetWorldOrientation();
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}
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const MT_Vector3& KX_GameObject::NodeGetWorldScaling() const
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{
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return GetSGNode()->GetWorldScaling();
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}
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const MT_Point3& KX_GameObject::NodeGetWorldPosition() const
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{
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return GetSGNode()->GetWorldPosition();
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}
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/* Suspend/ resume: for the dynamic behaviour, there is a simple
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* method. For the residual motion, there is not. I wonder what the
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* correct solution is for Sumo. Remove from the motion-update tree?
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*
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* So far, only switch the physics and logic.
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* */
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void KX_GameObject::Resume(void)
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{
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if (m_suspended) {
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SCA_IObject::Resume();
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GetPhysicsController()->RestoreDynamics();
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m_suspended = false;
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}
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}
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void KX_GameObject::Suspend(void)
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{
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if ((!m_ignore_activity_culling)
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&& (!m_suspended)) {
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SCA_IObject::Suspend();
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GetPhysicsController()->SuspendDynamics();
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m_suspended = true;
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}
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}
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/* ------- python stuff ---------------------------------------------------*/
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PyMethodDef KX_GameObject::Methods[] = {
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{"setVisible",(PyCFunction) KX_GameObject::sPySetVisible, METH_VARARGS},
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{"setPosition", (PyCFunction) KX_GameObject::sPySetPosition, METH_VARARGS},
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{"getPosition", (PyCFunction) KX_GameObject::sPyGetPosition, METH_VARARGS},
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{"getLinearVelocity", (PyCFunction) KX_GameObject::sPyGetLinearVelocity, METH_VARARGS},
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{"getVelocity", (PyCFunction) KX_GameObject::sPyGetVelocity, METH_VARARGS},
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{"getOrientation", (PyCFunction) KX_GameObject::sPyGetOrientation, METH_VARARGS},
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{"setOrientation", (PyCFunction) KX_GameObject::sPySetOrientation, METH_VARARGS},
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{"getMass", (PyCFunction) KX_GameObject::sPyGetMass, METH_VARARGS},
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{"getReactionForce", (PyCFunction) KX_GameObject::sPyGetReactionForce, METH_VARARGS},
|
|
{"applyImpulse", (PyCFunction) KX_GameObject::sPyApplyImpulse, METH_VARARGS},
|
|
{"suspendDynamics", (PyCFunction)KX_GameObject::sPySuspendDynamics,METH_VARARGS},
|
|
{"restoreDynamics", (PyCFunction)KX_GameObject::sPyRestoreDynamics,METH_VARARGS},
|
|
{"enableRigidBody", (PyCFunction)KX_GameObject::sPyEnableRigidBody,METH_VARARGS},
|
|
{"disableRigidBody", (PyCFunction)KX_GameObject::sPyDisableRigidBody,METH_VARARGS},
|
|
{"getParent", (PyCFunction)KX_GameObject::sPyGetParent,METH_VARARGS},
|
|
{"getMesh", (PyCFunction)KX_GameObject::sPyGetMesh,METH_VARARGS},
|
|
{"getPhysicsId", (PyCFunction)KX_GameObject::sPyGetPhysicsId,METH_VARARGS},
|
|
|
|
|
|
{NULL,NULL} //Sentinel
|
|
};
|
|
|
|
|
|
|
|
|
|
bool KX_GameObject::ConvertPythonVectorArgs(PyObject* args,
|
|
MT_Vector3& pos,
|
|
MT_Vector3& pos2)
|
|
{
|
|
PyObject* pylist;
|
|
PyObject* pylist2;
|
|
bool error = (PyArg_ParseTuple(args,"OO",&pylist,&pylist2)) != 0;
|
|
|
|
pos = ConvertPythonPylist(pylist);
|
|
pos2 = ConvertPythonPylist(pylist2);
|
|
|
|
return error;
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::sPySetPosition(PyObject* self,
|
|
PyObject* args,
|
|
PyObject* kwds)
|
|
{
|
|
return ((KX_GameObject*) self)->PySetPosition(self, args, kwds);
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PyGetPosition(PyObject* self,
|
|
PyObject* args,
|
|
PyObject* kwds)
|
|
{
|
|
MT_Point3 pos = NodeGetWorldPosition();
|
|
|
|
PyObject* resultlist = PyList_New(3);
|
|
int index;
|
|
for (index=0;index<3;index++)
|
|
{
|
|
PyList_SetItem(resultlist,index,PyFloat_FromDouble(pos[index]));
|
|
}
|
|
|
|
return resultlist;
|
|
|
|
}
|
|
|
|
|
|
|
|
PyTypeObject KX_GameObject::Type = {
|
|
PyObject_HEAD_INIT(&PyType_Type)
|
|
0,
|
|
"KX_GameObject",
|
|
sizeof(KX_GameObject),
|
|
0,
|
|
PyDestructor,
|
|
0,
|
|
__getattr,
|
|
__setattr,
|
|
0, //&MyPyCompare,
|
|
__repr,
|
|
0, //&cvalue_as_number,
|
|
0,
|
|
0,
|
|
0,
|
|
0
|
|
};
|
|
|
|
|
|
|
|
PyParentObject KX_GameObject::Parents[] = {
|
|
&KX_GameObject::Type,
|
|
&SCA_IObject::Type,
|
|
&CValue::Type,
|
|
NULL
|
|
};
|
|
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::_getattr(char* attr)
|
|
{
|
|
_getattr_up(SCA_IObject);
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PyGetLinearVelocity(PyObject* self,
|
|
PyObject* args,
|
|
PyObject* kwds)
|
|
{
|
|
// only can get the velocity if we have a physics object connected to us...
|
|
MT_Vector3 velocity = GetLinearVelocity();
|
|
|
|
PyObject* resultlist = PyList_New(3);
|
|
int index;
|
|
for (index=0;index<3;index++)
|
|
{
|
|
PyList_SetItem(resultlist,index,PyFloat_FromDouble(velocity[index]));
|
|
}
|
|
|
|
return resultlist;
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PySetVisible(PyObject* self,
|
|
PyObject* args,
|
|
PyObject* kwds)
|
|
{
|
|
int visible = 1;
|
|
|
|
if (PyArg_ParseTuple(args,"i",&visible))
|
|
{
|
|
MarkVisible(visible!=0);
|
|
m_bVisible = (visible!=0);
|
|
}
|
|
else
|
|
{
|
|
return NULL;
|
|
}
|
|
Py_Return;
|
|
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PyGetVelocity(PyObject* self,
|
|
PyObject* args,
|
|
PyObject* kwds)
|
|
{
|
|
// only can get the velocity if we have a physics object connected to us...
|
|
MT_Vector3 velocity(0.0,0.0,0.0);
|
|
MT_Point3 point(0.0,0.0,0.0);
|
|
|
|
|
|
MT_Point3 pos;
|
|
PyObject* pylist;
|
|
bool error = false;
|
|
|
|
int len = PyTuple_Size(args);
|
|
|
|
if ((len > 0) && PyArg_ParseTuple(args,"O",&pylist))
|
|
{
|
|
if (pylist->ob_type == &CListValue::Type)
|
|
{
|
|
CListValue* listval = (CListValue*) pylist;
|
|
if (listval->GetCount() == 3)
|
|
{
|
|
int index;
|
|
for (index=0;index<3;index++)
|
|
{
|
|
pos[index] = listval->GetValue(index)->GetNumber();
|
|
}
|
|
} else
|
|
{
|
|
error = true;
|
|
}
|
|
|
|
} else
|
|
{
|
|
|
|
// assert the list is long enough...
|
|
int numitems = PyList_Size(pylist);
|
|
if (numitems == 3)
|
|
{
|
|
int index;
|
|
for (index=0;index<3;index++)
|
|
{
|
|
pos[index] = PyFloat_AsDouble(PyList_GetItem(pylist,index));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
error = true;
|
|
}
|
|
}
|
|
|
|
if (!error)
|
|
point = pos;
|
|
}
|
|
|
|
|
|
if (m_pPhysicsController1)
|
|
{
|
|
velocity = m_pPhysicsController1->GetVelocity(point);
|
|
}
|
|
|
|
PyObject* resultlist = PyList_New(3);
|
|
int index;
|
|
for (index=0;index<3;index++)
|
|
{
|
|
PyList_SetItem(resultlist,index,PyFloat_FromDouble(velocity[index]));
|
|
}
|
|
|
|
return resultlist;
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PyGetMass(PyObject* self,
|
|
PyObject* args,
|
|
PyObject* kwds)
|
|
{
|
|
PyObject* pymass = NULL;
|
|
|
|
float mass = GetPhysicsController()->GetMass();
|
|
pymass = PyFloat_FromDouble(mass);
|
|
|
|
if (pymass)
|
|
return pymass;
|
|
|
|
Py_Return;
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PyGetReactionForce(PyObject* self,
|
|
PyObject* args,
|
|
PyObject* kwds)
|
|
{
|
|
// only can get the velocity if we have a physics object connected to us...
|
|
|
|
MT_Vector3 reaction_force = GetPhysicsController()->getReactionForce();
|
|
|
|
PyObject* resultlist = PyList_New(3);
|
|
int index;
|
|
for (index=0;index<3;index++)
|
|
{
|
|
PyList_SetItem(resultlist,index,
|
|
PyFloat_FromDouble(reaction_force[index]));
|
|
}
|
|
|
|
return resultlist;
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PyEnableRigidBody(PyObject* self,
|
|
PyObject* args,
|
|
PyObject* kwds)
|
|
{
|
|
|
|
GetPhysicsController()->setRigidBody(true);
|
|
|
|
Py_Return;
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PyDisableRigidBody(PyObject* self,
|
|
PyObject* args,
|
|
PyObject* kwds)
|
|
{
|
|
GetPhysicsController()->setRigidBody(false);
|
|
|
|
Py_Return;
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PyGetParent(PyObject* self,
|
|
PyObject* args,
|
|
PyObject* kwds)
|
|
{
|
|
KX_GameObject* parent = this->GetParent();
|
|
if (parent)
|
|
return parent;
|
|
Py_Return;
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PyGetMesh(PyObject* self,
|
|
PyObject* args,
|
|
PyObject* kwds)
|
|
{
|
|
if (m_meshes.size() > 0)
|
|
{
|
|
KX_MeshProxy* meshproxy = new KX_MeshProxy(m_meshes[0]);
|
|
return meshproxy;
|
|
}
|
|
|
|
Py_Return;
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PyApplyImpulse(PyObject* self,
|
|
PyObject* args,
|
|
PyObject* kwds)
|
|
{
|
|
|
|
MT_Point3 attach(0, 1, 0);
|
|
MT_Vector3 impulse(1, 0, 0);
|
|
|
|
if (ConvertPythonVectorArgs(args,attach,impulse))
|
|
{
|
|
if (m_pPhysicsController1)
|
|
{
|
|
m_pPhysicsController1->applyImpulse(attach, impulse);
|
|
}
|
|
|
|
}
|
|
|
|
Py_Return;
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PySuspendDynamics(PyObject* self,
|
|
PyObject* args,
|
|
PyObject* kwds)
|
|
{
|
|
if (m_bSuspendDynamics)
|
|
{
|
|
Py_Return;
|
|
}
|
|
|
|
if (m_pPhysicsController1)
|
|
{
|
|
m_pPhysicsController1->SuspendDynamics();
|
|
}
|
|
m_bSuspendDynamics = true;
|
|
|
|
Py_Return;
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PyRestoreDynamics(PyObject* self,
|
|
PyObject* args,
|
|
PyObject* kwds)
|
|
{
|
|
|
|
if (!m_bSuspendDynamics)
|
|
{
|
|
Py_Return;
|
|
}
|
|
|
|
if (m_pPhysicsController1)
|
|
{
|
|
m_pPhysicsController1->RestoreDynamics();
|
|
}
|
|
m_bSuspendDynamics = false;
|
|
|
|
Py_Return;
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PyGetOrientation(PyObject* self,
|
|
PyObject* args,
|
|
PyObject* kwds) //keywords
|
|
{
|
|
// do the conversion of a C++ matrix to a python list
|
|
|
|
PyObject* resultlist = PyList_New(3);
|
|
|
|
|
|
int row,col;
|
|
const MT_Matrix3x3& orient = NodeGetWorldOrientation();
|
|
|
|
int index = 0;
|
|
for (row=0;row<3;row++)
|
|
{
|
|
PyObject* veclist = PyList_New(3);
|
|
|
|
for (col=0;col<3;col++)
|
|
{
|
|
const MT_Scalar fl = orient[row][col];
|
|
PyList_SetItem(veclist,col,PyFloat_FromDouble(fl));
|
|
}
|
|
PyList_SetItem(resultlist,row,veclist);
|
|
|
|
}
|
|
return resultlist;
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PySetOrientation(PyObject* self,
|
|
PyObject* args,
|
|
PyObject* kwds)
|
|
{
|
|
MT_Matrix3x3 matrix;
|
|
|
|
PyObject* pylist;
|
|
bool error = false;
|
|
int row,col;
|
|
|
|
PyArg_ParseTuple(args,"O",&pylist);
|
|
|
|
if (pylist->ob_type == &CListValue::Type)
|
|
{
|
|
CListValue* listval = (CListValue*) pylist;
|
|
if (listval->GetCount() == 3)
|
|
{
|
|
for (row=0;row<3;row++) // each row has a 3-vector [x,y,z]
|
|
{
|
|
CListValue* vecval = (CListValue*)listval->GetValue(row);
|
|
for (col=0;col<3;col++)
|
|
{
|
|
matrix[row][col] = vecval->GetValue(col)->GetNumber();
|
|
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
error = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// assert the list is long enough...
|
|
int numitems = PyList_Size(pylist);
|
|
if (numitems == 3)
|
|
{
|
|
for (row=0;row<3;row++) // each row has a 3-vector [x,y,z]
|
|
{
|
|
|
|
PyObject* veclist = PyList_GetItem(pylist,row); // here we have a vector3 list
|
|
for (col=0;col<3;col++)
|
|
{
|
|
matrix[row][col] = PyFloat_AsDouble(PyList_GetItem(veclist,col));
|
|
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
error = true;
|
|
}
|
|
}
|
|
|
|
if (!error)
|
|
{
|
|
if (m_pPhysicsController1)
|
|
{
|
|
m_pPhysicsController1->setOrientation(matrix.getRotation());
|
|
}
|
|
NodeSetLocalOrientation(matrix);
|
|
}
|
|
|
|
Py_INCREF(Py_None);
|
|
return Py_None;
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PySetPosition(PyObject* self,
|
|
PyObject* args,
|
|
PyObject* kwds)
|
|
{
|
|
// make a general function for this, it's needed many times
|
|
|
|
MT_Point3 pos = ConvertPythonVectorArg(args);
|
|
if (this->m_pPhysicsController1)
|
|
{
|
|
this->m_pPhysicsController1->setPosition(pos);
|
|
}
|
|
NodeSetLocalPosition(pos);
|
|
|
|
Py_INCREF(Py_None);
|
|
return Py_None;
|
|
}
|
|
|
|
PyObject* KX_GameObject::PyGetPhysicsId(PyObject* self,
|
|
PyObject* args,
|
|
PyObject* kwds)
|
|
{
|
|
KX_IPhysicsController* ctrl = GetPhysicsController();
|
|
int physid=0;
|
|
if (ctrl)
|
|
{
|
|
physid= (int)ctrl->GetUserData();
|
|
}
|
|
return PyInt_FromLong(physid);
|
|
}
|
|
|
|
/* ---------------------------------------------------------------------
|
|
* Some stuff taken from the header
|
|
* --------------------------------------------------------------------- */
|
|
void KX_GameObject::Relink(GEN_Map<GEN_HashedPtr, void*> *map_parameter)
|
|
{
|
|
/* intentionally empty ? */
|
|
}
|
|
|